loading
Based on Kevin Wylder's code, just adding requestAnimationFrame.
HTML
<canvas width="1000" height="1000" style="border:1px, solid, black; width:500;height:500" id="canvas"/>
JavaScript
var time = 0;
var loopTime = 25000;
var numRings = 9;
var ringSize = 30;
var lineWidth = 25;
function stepCanvas(time) {
canvas.fillRect(0,0,1000,1000);
var percentLoop = (time % loopTime) / loopTime;
for (var ring = 0; ring < numRings; ring++) {
var radius = ringSize * (ring + 1);
var startAngle = percentLoop * Math.PI * 2 * (ring + 2);
canvas.strokeStyle="#000000";
canvas.beginPath();
canvas.arc(500, 500, radius, startAngle, startAngle + (Math.PI / 2));
canvas.stroke();
canvas.strokeStyle="#FFFFFF";
canvas.beginPath();
canvas.arc(500, 500, radius, startAngle + Math.PI, startAngle + (3 * Math.PI / 2));
canvas.stroke();
}
window.requestAnimationFrame(stepCanvas);
}
canvas = document.getElementById("canvas").getContext("2d");
canvas.lineWidth = lineWidth;
canvas.fillStyle="#999999";
window.requestAnimationFrame(stepCanvas);